Analog control suggestions, improvements or tweaks for MLB 12

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  • nomo17k
    Permanently Banned
    • Feb 2011
    • 5735

    #31
    Re: Analog control suggestions, improvements or tweaks for MLB 12

    Analog Mode: Hitting, Pitching and Fielding

    Biggest obstacle when using this particular mode:

    This isn't specific to any mode, but one (potentially personal) issue that I have with analog R3 stick control is that I have much greater trouble toggling it precise to aim left than right. This is likely because the natural movement of thumb when holding the controller in a standard manner is from bottom left to top right (going from 8 to 2 in clock). To be clearer, I have much better command on inside (to right-handed batter) than outside pitches when controlling a pitcher using broadcast camera view.

    Any improvements to the mechanic that could help overcome the above obstacle:

    I have experimented with things like slightly rotating the controller so that my natural thumb movement becomes the 6 to 12 motion with R3. While this can work well, it's not very comfortable and access to other buttons become awkward.

    I don't know if this is any better, but one thing that could help is to allow gamers to calibrate R3 (perhaps before gameplay) like with Move, so that we can define our own "6 to 12" direction with R3. Then I'd use the natural movement of my thumb to define that direction, and just move slightly off of it to pitch to inside/outside.

    Maybe I'm just not finding the best way to use R3 for myself, but when I hold the controller normally, pitching to outside (against RHB) is much less reliable than inside. I wonder if others have similar issues. This obviously is an issue with throwing (in fielding) as well.

    Anything you feel is missing or needs to be taken away from the mechanic to make it function better:

    If applicable, is the visual feedback/graphics ample when using this mechanic. If not what is lacking or needs to be changed?

    Are there any tutorials or practice modes you feel that are needed or changed to gain a better understanding of the mechanic?

    Misc:
    The Show CPU vs. CPU game stats: 2018,17,16,15,14,13,12,11

    Comment

    • Black59Razr
      Pro
      • Jul 2007
      • 561

      #32
      Re: Analog control suggestions, improvements or tweaks for MLB 12

      didnt ready all 4 pages; sorry if this was already posted

      Analog Mode: Base Running

      Biggest obstacle when using this particular mode: Moving Multiple players in multiple directions.

      Any improvements to the mechanic that could help overcome the above obstacle: pop-up style box that says "advance runners at 2B and 3B? X=yes " when the bases are loaded with less than 2 outs. Its too hard to manually have the runner at 1B go half way, then have him go back, while the other 2 lead runners advance.

      Anything you feel is missing or needs to be taken away from the mechanic to make it function better: n/a

      If applicable, is the visual feedback/graphics ample when using this mechanic. If not what is lacking or needs to be changed? n/a

      Are there any tutorials or practice modes you feel that are needed or changed to gain a better understanding of the mechanic? n/a

      Misc: n/a<!-- / message -->
      Originally posted by banned member
      My [RTTS] goals are to improve my bunting and drag bunting. You stupid !@#$, I'm almost leading the league in bombs; !@#$ you!

      Comment

      • cbrown119
        Rookie
        • Mar 2009
        • 202

        #33
        Re: Analog control suggestions, improvements or tweaks for MLB 12

        I dont want to compare games, BUT if mlb 12 had the same or even similar analog pitching controls as 2k11, that would be good. Making the same analig motion for different pitches doesn't really make sense. The more difficult or complex the pitch, the more difficult or complex the analog motion should be.

        Mlb 11 does get a little redundant, pitching-wise, after a while...IMO.

        That is where I would like see improvement.

        Comment

        • VideoTyrant
          Rookie
          • Apr 2008
          • 74

          #34
          Re: Analog control suggestions, improvements or tweaks for MLB 12

          If applicable, is the visual feedback/graphics ample when using this mechanic. If not what is lacking or needs to be changed?
          When looking at feedback for analog hitting I'd like it to tell me how well I timed my stride similarly to how it tells you how you timed your swing......perfect stride, late stride, early stride, just early, just late etc.

          Comment

          • MaverickReturns
            Banned
            • Nov 2011
            • 21

            #35
            Re: Analog control suggestions, improvements or tweaks for MLB 12

            Analog Mode: Hitting, Pitching

            Biggest obstacle when using this particular mode:
            Hitting doesn't feel real.
            Pitching is waaay to easy to hit your spots. I believe because you get to aim before you throw. NOT realistic imo

            Any improvements to the mechanic that could help overcome the above obstacle:
            Hitting
            Use either L2 or R2 and Rt analog stick. Timing does not need an analog it can be used with the L2 or R2.
            Timing - hold the R2 or L2 to lift the leg then release for a step and swing. To check simply click it after its been released
            Aiming - is used with the Rt analog. With this system you can aim in every possible direction.

            For those who need to have a contact, normal and power variation you can use the R2 for power, L2 for normal and none for r1 for contact, L1 could be bunting

            Pitching
            Use either L2 or RS to start the wind up release for the release point.
            Rt analog should control effort. Push forward for max effort, push it left, right or back for a pick off. If you push it hard it will increase the effort to the pickoff or pitch.

            Aiming will done during that motion with the left analog stick. Aiming is made too easy, thus too easy to hit your spots and not enough user walks because you aim before you are throwing. That is NOT realistic. Doing ALL of your aiming during the windup makes it harder to aim and hit corners

            Anything you feel is missing or needs to be taken away from the mechanic to make it function better:
            Hitting - having a vibration on any balls that you contact would be good. Having different levels of vibration for fouls tips, jams shot and off the end of the bat and sweet contact
            If applicable, is the visual feedback/graphics ample when using this mechanic. If not what is lacking or needs to be changed?
            Pitching - make the release points for the various pitch types different. The room for error in terms of release point should vary depending on the pitchers control. Pitcher confidence should go up as you repeat your release point. As a pitcher get tired the release point will change as well
            Are there any tutorials or practice modes you feel that are needed or changed to gain a better understanding of the mechanic?

            Misc: Please add any additional information you feel is pertinent to this mode!

            Thanks! [/QUOTE]
            Last edited by MaverickReturns; 11-13-2011, 06:51 PM.

            Comment

            • Schreibi34
              Rookie
              • Oct 2011
              • 44

              #36
              Re: Analog control suggestions, improvements or tweaks for MLB 12

              Copied that one over from the RTTS tread as i saw some great statements here and i thought i share my two cents:


              Analog Mode: Fielding - throwing

              Biggest obstacle when using this particular mode:

              Throwing to a base doesen't feel "rewarding". I can hardly figure out what I have done wrong or if the bad throw was just based on the CPU kicking your behind

              Any improvements to the mechanic that could help overcome the above obstacle:

              Throwing needs more of a "rewarding feel" to it. For example: If you miss straight up on your right stick (2nd base as a RTTS catcher) by let's say 10° to the left, the ball will fly in a toned down angle, let's say 1%, 0,1° to the left side of 2nd base. If you miss dead center by a lot, the ball might sail into outfield, depending on the SS / 2nd basemans abillities. A practice mode will help to get a good feel for the thumbstick because you can see what you have done right or wrong just by watching the throw. Throwing accuracy will be responsible for the hight of the throw and one hoppers or overthrows will still leave it up to the CPU if you get an error or not. This could be used in any mode in any direction.

              Sorry for my english <!-- / message -->

              Comment

              • rudyjuly2
                Cade Cunningham
                • Aug 2002
                • 14815

                #37
                Re: Analog control suggestions, improvements or tweaks for MLB 12

                I only played the demo and rented the game for a week so I can't give great feedback but here goes.

                Analog hitting - I found this very difficult. I'm a timing only guy and like many have said, would prefer a timing analog swing. Don't force me to push left or right on the stick. That just made it that much more impossible for me. Make the pitch speed slider more effective too! The pitches come in so stinking fast still even with the pitch speed slider at 0 that I struggle way too much. It's an annual point of frustration for me.

                Analog pitching - In my short time I found it hard to locate on the outside part of the plate because you are supposed to use the cursor to aim outside and then still guide the r-stick to the edges of the view marker. Not sure how to fix it but I do like Blzer's suggestions. I also think getting rid of the l-stick altogether may be a good idea. I would love it if they ripped of the 2K system of having a r-stick movement that is different for each pitch type but I'm guessing that may be copyright infringement or the Show devs don't like it.

                Comment

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